This time around I wanted to make the camera move a great distance but I needed to keep the amount of time spent on the project down to a minimum. In order to create a large model in a small amount of time, I used displacement maps on simple, low-poly models to give the illusion of a more complex geometry. I reused textures and models interchangeably to stretch my art a little further.

When an interior designer is customizing a space to their customer’s needs, only individual pieces can be seen at a time. As the customer approves each element, it is often difficult to visualize how everything will look when tied together. Sometimes an incompatibility is not foreseen until it is too late. That is where a 3D artist comes into play. Before spending the big money and time on supplies and construction, the customer will be given a chance to walk through a virtual representation of…

Just completed another project. Usually I pack in as much dirt, grunge, and decay as I can but for this scene, I wanted everything to look clean and crisp. To achieve the proper lighting for this scene, I used the Mental Ray renderer. I created lighting for a bright daytime and a moonlit nighttime. Kitchen Renders for Day and Night:

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This is a simple 3d project of an old dock with rickety shacks by the shore. I wanted to keep it simple but at the same time make it look real and full. In order to achieve this goal, I gave all the wooden planks a unique jagged edge and rotated them to make them look like they have seen some use.

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This next project is going to be an old dock with rickety shacks and waves crashing in against the shore. I have the base model finished with a good idea how the scene is going to look. The only things missing from the scene would be a ground, water, sky, and a few ornaments on the buildings. As I convert the models from blocky low-poly to rickety jagged edges, the scene will start to show it’s true age.

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The cathedral has been put onto a turntable to show off every angle of the building. I composed some music to go along with the scene. Since this is a low poly game model relying mostly on the textures and lights, the rendering went very quickly. I was able to render out the five passes each consisting of 500 images in less than two days. Four of the passes were done in one hour. It was the ambient occlusion that took a full day to…

The Cathedral lighting is complete with the final renders below. Lights have been added to the scene to simulate a bright 3pm sun. Most of my projects have either been at night time or during sunset. I wanted to mix things up and add some variety to my portfolio, so I made the cathedral a normal town building during the day. Since lights are very easy to set up, I’m going to work on a nighttime version of the cathedral next. The stained glass…

Another milestone has been completed for the cathedral. All pieces of the building have been unwrapped and now have textures applied to them. I wanted the stained glass to pop since that is what people associate cathedrals with and to minimize the amount of glass textures repeated. To maximize graphical performance, I was careful not to go overboard with the stained glass textures and to only repeat what was necessary to look good without becoming repetitious. The scene contains a few different brick types, roof…